In libGDX there is a simple fade Interpolation that speeds up towards the end of the action animation. But what I am looking for is the reversed of it, it needs to start fast and slow down near the ...

I have some existing code which does catmull-rom interpolation on two vectors (facing and up). I'm converting this to use quaternions instead (to replace the two vectors). Is there a general way to ...

I'm having a lot of trouble with shadow mapping, and I believe I've found the problem.
When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of ...

In a fast-paced multiplayer game I'm working on, there is an issue with the interpolation algorithm. This interpolation is for a moving object not controlled by the local computer.
The server sends ...

Overview
I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which ...

I was looking at the descriptions of various curve techniques here and noticed the mention of circular arcs. I want to implement something like this, but I'm not quite sure what the correct formula to ...

I am using a bicubic interpolation algorithm in order to upscale a height map, and I am noticing some artifacts around the pixels boundaries. However, these artifacts don't seem to appear when I use a ...

I want to offload some 3D calculations to the GPU without raising my requirements to DX10. Specifically, I am generating densities in 64x64x64 3D blocks, which fit nicely into 512x512 2D textures. I ...

I'm currently using spherical linear interpolation (slerp) to interpolate between two quaterions with a weighted value. But, I'm having a difficult time coming up with a method to interpolate between ...

In my XNA-4.0-game (which somehow is a bit like MineCraft), I have got some big cubes with small textures (16x16px) on it. By default, XNA just scales them up smooth so there aren't any hard borders. ...

I would like a player to be able to move in a direction smoothly, whilst sticking to a fixed grid. Much like in Pokemon, how the player can move, but when the key is pressed and released quickly, they ...

In my game there is a Minecraft-like terrain made out of cubes. I generate a vertex buffer from the voxel data and use a texture atlas for looks of different blocks:
The problem is that the texture ...

I'm implementing valve's networking model for my simple top down game but I have some design problems and I just can't think of good solutions. The one of the main ideas that there is a render time ...

There are three phases of collision detection.
Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop.
Narrowphase: Determines whether ...

I'm currently building a fragment shader which is using several textures to render the final pixel color.
The textures are not really textures, they are in fact "input data" to be used in the formula ...

I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space:
I rotate, translate and project my points to get a 2d space representation ...

Lets take the simple example of a ball bouncing off a wall. The physics is separated from the display. The physics is set to run at say 20 frames per second and the display is running faster than this ...